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An update to Anim8or, v1.00b, is available with a few bug fixes. Get your copy HERE. See the "ReadMe" file for details.

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Messages - nemyax

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Well, right on the top of it there's the definition of PFE ( or VFE ) - " Points, Edges, Faces " so should not be that unclear. Though, " Extend selection when switching to points, edges, faces" sounds good , maybe even " Extend selection when switching between points, edges, faces ". But don't know if this will fit in the dialog window. May look kind of odd if there'll be a whole paragraph to click on . : )

Yeah, shorter would be better. How about "Points, edges, faces" as the title and "Extend selection when switching modes" as the label?
On a general note, the UI would look a lot better if it used sentence case everywhere that isn't a menu item or window title. Because at this time, Everything in Anim8or Looks Like the Name of a Movie.

Actually, originaly what is the exact name of points ( vertices - Trevor ;) ) in 3D CG ? If it's "vertex" and not " point", then it should be called as so everywhere inside Anim8or, including all commands all settings e.t.c.
Well, they're usually vertices in the context of polygonal geometry. Graphics APIs also call them vertices. Geometry types other than polygons have points, CVs (in NURBS) or CPs (in Hash splines). But the Anim8or UI traditionally refers to them as points, nothing wrong with that. Come to think of it, a vertex/point in a modelling program is a broader concept than an OpenGL vertex.

After all, we are not playing Quake, right? :D
No, but motor skills matter here also.

What do you think about changing PFE to VFE in the dialog to be consistent with the hot-keys.
I'd suggest changing this to "Extend selection when switching to points, edges or faces" or something like that. "PFE" and "VFE" are unclear and sound like chemical initialisms.

Why in "Component selection"  in the right toolbar "points" ("p"-hotkey) were renamed to "vertexes" ("v"-hotkey), since everywhere in edit menu there are "point - commands " and not "vertex commands".
The hotkey was changed to v so that you can switch to any component type effortlessly with your left hand.

Steve made selection conversion an option in the release. Go to File | Configure UI and enable Extend PFE Selection.

I'll admit, the controls havent changed.
Oh but they have. There's arc rotate, and navigation in perspective view has been fixed. It used to be way wonkier.

Finished Works and Works in Progress / Re: Diversions
« on: June 27, 2017, 12:18:26 pm »
What next, a jackhammer?

General Anim8or Forum / Re: Where is everybody?
« on: June 26, 2017, 07:50:43 am »
Waiting for Steve to come back from his vacanze italiane.

Holy quaternions!
Steve, that's no way to announce a release! =)

Houdini uses the space bar as the navigation modifier, and it's working fine for them. (Admittedly, they also use Alt nowadays, but that only happened because of pressure from Maya users.) How about switching from Alt to the space bar for arc rotate and making Esc deselect all instead?
This would free up Alt again and bring back MMB emulation.

Perhaps nemyax's suggestion of ctrl-RMB might be a good long term solution
On second thought, it isn't. There'd be a conflict with the Ctrl+Shift-enabled select mode. But I'm sure Steve will come up with a consistent convention after 1.0.
Maybe he will adopt the traditional "Shift to add to selection, Ctrl to deselect" model.

I believe there's no script/code I could use that makes the 2nd figure follow one specific bone of the 1st figure?
In theory, you should be able to:
Another useful property of Controller scripts is that they can refer to the value of other Controllers in Elements in the same Scene with the GetAttribute() functions
You'd need to transform the temp-parent bone's matrix to world space and then transform that to the temp-child's local space, and apply it. Don't know if that's actually doable in ASL.

Been there twice and it's awesome, Rome, Malaga
But Málaga's in Spain.

Alt+RMB is a substitute for MMB. But now that arc-rotate is Alt+buttons, it takes precedence over the MMB emulation. I suppose we could ask Steve to make some other combination act as MMB instead. For example, Ctrl+RMB doesn't seem to be in use anywhere (I may be wrong though).

General Anim8or Forum / Re: Anim8or v1.0 Beta is available
« on: May 10, 2017, 06:11:35 pm »
What tool were you using and what editor?
Select, Move and others.

Were you in wireframe, flat or smooth view?
All of them.

Was Fast Select enabled?

It appears that Anim8or silently enables face mode in addition to vertex/edge by mistake, but doesn't activate the face icon.

Finished Works and Works in Progress / Re: Diversions
« on: May 10, 2017, 12:03:30 pm »
Froyd has certainly been working on expanding his territory, besides his gymnastics.

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